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Сообщить о проблеме с переводом
I've been planning on localizing the game for some time, the only question is whether the game will sell well enough for us to invest some money in it and do a professional job, or whether we'll have to depend on volunteers from the community.
After a month or so we'll have more information on this, but regardless of which path we choose, I will be expanding the localization framework in future patches. Currently, the localization support isn't finished yet, but the basics of it are in. I still need to allow the game to switch between locales and to localize more content than just the two test files I'm using now (item name/descriptions and status effects).
If you have a professional background in translating, I would love to see your translation portfolio, and you can send an email to us at leveluplabs [at] gmail [dot] com for more info on that. If you're not a professional, you could definitely still help in a lot of ways - for one, we'd love to include you as a tester when we get localization under way. And if we don't wind up making enough money to be able to hire a professional, we'd love to talk to you and other German-speaking fans to figure out the best way to work on community localization support.
Lars, I hope you know that whichever way you handle this, you'll have my support. I'd rather be the professional to do this, obviously. But yeah, let's see how this all turns out.
Just keep in mind that this is a huge project, and it would take an extremely dedicated team of volunteers to see this through to the end and to keep the translation homogeneous. I've heard horror stories of similar translation projects falling apart somewhere halfway through.
Well, in any case, I'm here to help.
(AND MY AXE. ahem.)
I haven't forgotten about you :) I've still got your resume on file and if/when I know whether we'll have enough money on hand to do this, rest assured you'll be one of the first people I'll be calling for a follow-up interview.
Someone just used the magical t-word while I was browsing these forums, so I couldn't resist. :)
If people volunteer their services, I certainly won't stop them, and once I sort out the legal situation of accepting contributions (I'll talk to my lawyer, but it should be pretty easy, probably just have to ask for people to CC-license anything they submit) I'll start pushing "community translations" to the main build.
When shall localization support be updated exactly?
I've almost finished translating DQ into my native tongue, Korean, and was seconds away from finding someone to make a patch.
If people are already this far ahead on translations I will make getting localization support a top priority. Most of the localization infrastructure is done, I just need to put in a little more interface (letting you switch the active language) and separate out more of the text that's currently hard-coded or locked up in data files. I think I could get it done in a few weeks if I hit it hard. So, if you really have a 90% finished Defender's quest translation let me know so I can adjust my priorities.
The basic mod procedure is to click on the "M" button in the save slot screen, this will let you export all the files in the game to a folder (you can choose which files you want to change - just data, or data+sprites, or data+sprites+cutscenes, etc). After you make the changes, you can click on the "M" button and then select that folder you made, and any changes it finds in those files will be applied.
This would enable any translators working in languages with basic latin alphabets to see their changes right now, but I'm hoping to add more robust support.
For one, I want to separate language content from data content - if you have a mod, for instance, that changes the names and location of things on the overworld, it'd be annoying to have to keep that synchronized with various different languages, since both text and data are baked into the same file.
I've already started with this separation of language & data in certain files.
If you look at data_items.xml, you'll notice that I use little variable names for the item name and description, and then in the game's "locales" folder under "en" are the actual name and description. This is the beginning of the localization infrastructure - eventually every data file in the game will be like this, and you can switch between any language that you have defined in your locales folder.
Anyways, do stay in touch, I'd love to make yours and any other community translations available and I'll try to get the infrastructure ready in the next few weeks. I will have to double-check with my lawyer about what license I'll need to obtain from you in order to include the work in the game, but I think something like creative commons would probably cover it.